I am trying to create a doublejump to the character controller. It works just fine, but if I walk off a platform, that counts as 1 of my 2 jumps. How can I fix this?
void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
//Reset DoubleJump
if (grounded)
{
doubleJump = false;
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if(!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if(grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move * crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if ((grounded || !doubleJump) && jump) {
// Add a vertical force to the player.
anim.SetBool("Ground", false);
//zero out our current velocity
rigidbody2D.velocity = new Vector2(rigidbody2D.velocity.x, 0);
rigidbody2D.AddForce(new Vector2(0f, jumpForce));
if(!grounded && doubleJump == false)
{
doubleJump = true;
}
}
}